Dota 2 - Hero Discussion of the Day: Kaldr, the Ancient Apparition (November 21st, 2017) |
- Hero Discussion of the Day: Kaldr, the Ancient Apparition (November 21st, 2017)
- Midas Mode Day 5 Match Discussions
- I hate this fucker, remove plz
- All Standard Hero Builds updated to Patch 7.07c + Revisions of 7.07(+b) updates [200 changes]
- Congratulations to the winner of adrenaline cyber league
- Production Value
- Crystallize confirmed XBOCT reincarnation
- This patch in a nutshell
- VP vs Na'Vi effect
- The newest CTY meme in China
- An analysis of the new daily bonus hero pool: does rewarding players with a free mango affect their real-life fruit eating habits?
- MIDAS MODE OFFICIAL BOUNTY THREAD day 6!
- Adrenaline cyber league trophy lifting BibleThump
- it seems we have forgotten this
- Belgium says loot boxes are gambling, wants them banned in Europe
- Thank you SirActionSlacks
- Akke is now 7k
- Daily reminder that Medusa's ult sound is still completely messed up since the duration change
- When you ask Valve for a new patch and it finally arrives.
- SlacksLUL?
- OD casting Navi vs VP right now
- I intentionally didn't install Dota on my SSD to see loading screens for longer
- Invoker's skill floor is broken (opinion, in detail)
- can't wait for new ranked seasons
- TP manacost still not show
- Update Incoming
Hero Discussion of the Day: Kaldr, the Ancient Apparition (November 21st, 2017) Posted: 21 Nov 2017 01:01 PM PST Kaldr, the Ancient ApparitionAncient Apparition, also known as Kaldr, is a ranged intelligence Hero. This spellcaster elemental being possesses high range, great attributes and strong semi-spammable spells. He is commonly played as a support and due to his high agility and an attack enhancing spell, he can be played defensively, as well as offensively. His ultimate is one of the most devastating spells in the game as it can hit multiple units, has global range, freezes health regeneration, and instantly kill units if low on life. Lore Kaldr, the Ancient Apparition, is an image projected from outside time. He springs from the cold, infinite void that both predates the universe and awaits its end. Kaldr is, Kaldr was, Kaldr shall be… and what we perceive, powerful as it appears to us, is but the faintest faded echo of the true, eternal Kaldr. Some believe that as the cosmos ages and approaches its final moments, the brightness and power of Kaldr will also intensify—that the Ancient Apparition will grow younger and stronger as eternity's end draws nigh. His grip of ice will bring all matter to a stop, his image will cast a light too terrible to behold. An Apparition no longer! Roles: Support, Disabler, NukerStrength: 18 + 1.7 Agility: 20 + 2.2 Intelligence: 25 + 2.6
Damage: 44-54 Armor: 2.33 Movement Speed: 295 Attack Range: 675 Missile Speed: 1250 Base Attack Time: 1.7 Sight Range: 1800 (Day) / 800 (Night) Turn Rate: 0.6 SpellsCold Feet Places a frozen hex on an enemy unit that deals damage over time, but can be dispelled by moving away from the initial cast point. If the enemy unit doesn't move out of the given range, it will be stunned and frozen in place after 4 seconds.
Kaldr's presence draws those around him into a frozen void, threatening to lock them in an icy prison for eternity.
Ice Vortex Creates a vortex of icy energy that slows movement speed and increases magic damage done in its range. Lasts 16 seconds.
Frozen, caustic winds are at the whim of Kaldr, chilling the field of battle.
Chilling Touch A frigid gust enchants allied heroes, granting them bonus magical damage for a given number of physical attacks. Each attack slows the enemy movement speed. Ancient Apparition always receives the buff. Lasts 30 seconds.
The Ancient Apparition's eternal knowledge brings a frigid enchantment to his allies.
Ice Blast Ultimate Launches a tracer towards any location of the battlefield, which must be triggered again to mark the area to be blasted by a damaging explosion of hail. The further the tracer travels, the larger the explosion will be. Enemies caught in the explosion, or who touched the icy ball of hail as it travels, are frostbitten, taking damage and prevented from regenerating or healing. If a frostbitten unit's health drops below a certain percentage, they will instantly shatter.
Ice storms from ages past flow through Kaldr's frosty limbs, crashing into the world and turning its inhabitants into monuments to his eternal power. Talent Tree
MatchupsBest against
Worst against
Recent Changelog 7.07
7.06f
7.06c
7.06
7.05
7.04
7.03
7.02
Previous hero related threads Hero discussion of the day, 20.09.2011 Hero discussion of the day, 28.12.2011 Hero discussion of the day, 24.10.2012 Hero discussion of the day, 30.09.2013 Hero lore discussion, 23.05.2017 Hero tips for Ancient Apparition Previous hero discussion Razzil Darkbrew, the Alchemist (November 14th, 2017) No Valve Artwork | Voice Responses | In-game Icon | Dota Cinema Video Overview | Dota2Wiki page | Liquipedia page | Hero discussion archive [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Midas Mode Day 5 Match Discussions Posted: 22 Nov 2017 06:36 AM PST Midas ModePresented by MoonduckSponsored by Antlion, ggbet, Bomb Sauce, Kennedy Space CenterNeed info on the event? Check out the Survival Guide.See here for yesterday's results and VODsYou can either Sort by new or use the Comment Stream.Moonbuck BalancesHero PricesToday's BountiesDay 5 (Wednesday Nov 22)
Game 1 Winner: Result: 2:1 Countdown times are in EST. Second series will start 30 minutes after end of first series. All times are subject to change based on the length of matches and delays. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I hate this fucker, remove plz Posted: 22 Nov 2017 03:36 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
All Standard Hero Builds updated to Patch 7.07c + Revisions of 7.07(+b) updates [200 changes] Posted: 22 Nov 2017 07:00 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Congratulations to the winner of adrenaline cyber league Posted: 22 Nov 2017 08:28 AM PST Can we say it ?? Navi is back after beating VP 3-1 at the grand finals and claiming 65,000$ wp crystalize, dendi, general , rodjer and sonneiko worths mentioning that the last tournament that navi won was 07.24.2016 after beating secret 3-1 at starladder i-league . Edit : and xboct <4 [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Nov 2017 03:51 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Crystallize confirmed XBOCT reincarnation Posted: 22 Nov 2017 07:30 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 11:34 PM PST You ban Anti-Mage - he's in every game. You've gotten sick of him. Medusa is instantly picked because her hardest counter has just been removed. You prepare to cry in fear of Medusa becoming increasingly impossible to kill over the next 55 minutes. You plead for your team to group up and push before Medusa comes online. They don't. They AFK farm the jungle. Medusa outfarms them. She now has a Skadi. She's now pushing with her team behind her. You can't initiate on her nor her team mates. You force a fight and lose; their heroes are too durable. You've just lost a rax and your morale. Medusa equips her strap-on, downs 200mg of adderall and bends your teammates over, and, one by one, breaches their forsaken area with rapid oscillations. You're now in the fountain, anticipiating the end of your game. You queue up again. You ban Medusa - she's in every game. You've gotten sick of her. Anti-Mage is instantly picked. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Nov 2017 05:22 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Nov 2017 03:36 AM PST When Napoleon returned from Elba to Paris, the headlines appeared in the French newspaper changed from "The Monster has escaped from his place of banishment" to "Yesteday evening His Majesty the Emperor made his public entry and arrived at the Tuileries." Since the biggest CN dota meme forum Supergamer's comments to CTY after he joined Secret as a stand in are changing in the same direction, people now call CTY as Emperor Napoleon, we just waiting our Emperor make his public entry and arrive at Sgamer. As for the trophy, LGD took it already as usual. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Nov 2017 09:22 AM PST TL;DR: Icefrog manipulates helpless DotA2 players to eat their fruits. Hello everyone, With the introduction of patch 7.07, much has been said about the changing nature of DotA2. The game has not been static; there have been large changes to the core of the game in the last two major patches. Some people welcome these changes, arguing in favor of keeping the game fresh, while others lament they no longer recognize the game they once loved. Indeed, Icefrog has major influence on the direction of gameplay, but until 7.07, there has been little evidence to suggest that he is trying to also influence his player-base's real-life behavior. The introduction of one major change to DotA2 in this patch may be a watershed moment in Icefrog's design strategy, as he shifts from solely updating the game, to slowly updating the players. With the newly introduced feature of a rotating bonus hero pool, Icefrog presents players with a positive reward (mango) for making use of the feature (picking or randoming one of the available 10 heroes). Put simply, positive reinforcement is conditioning players to use the bonus pool: pick one of these 10 heroes and you get something of value in return. The player then considers the free mango a reward, and associates the fruit with a sense of gain. The purpose of the following analysis will be to assess what effects the introduction of the bonus hero pool had on players' real-life fruit consumption, and asks the following basic question:did players who made use of the new bonus hero pool eat more fruit in the two weeks following the release of patch 7.07 compared to their baseline fruit consumption? To this end, a two part survey was designed and posted on both the DotA2 subreddit and my Twitter feed to garner participation. The first part of the survey was posted before the release of 7.07, while the second, follow-up survey was sent two weeks after the release of 7.07 to those who participated in the first survey. As a side note, only part one of the survey was posted on reddit and Twitter (part two was sent directly to those who completed part one), and while neither post gained much attention (less than ten upvotes on reddit, minimal likes on Twitter) it is interesting to note that nearly 90% of my responses came from reddit (154 vs 21)—suggesting this platform's ability to reach survey participants, even with minimal post interaction, is superior to Twitter. In total, 175 users responded to part one of the survey. Participants were asked to leave a unique ID (reddit or Twitter username) so their responses could be matched between the two parts. A combination of users not responding to the follow-up survey, or not listing matching usernames between the two, led to only 64 complete responses available to accurately study (36.57% of responses in part one) , with reddit users being both more responsive, and better in leaving a matching username. Therefore, these 64 respondents' answers to both surveys were used to answer the question of whether or not their fruit consumption increased after taking advantage of the bonus hero pool. Each survey was comprised of about ten questions which asked players about both their real life and DotA2 habits. Ultimately, only one question from part one was relevant, while the other nine were simply there to distract respondents from identifying the purpose of this study. That question was: "How often do you eat fruits?" Available responses were: Once a day, 3 to 5 times a week, Once or twice a week, Two to three times a month, or I do not eat fruits. The relevant follow-up questions in part two asked if players had used the new bonus hero pool (Yes or No), and also their opinion on it (Like it overall, Neutral, or Don't like it overall), in addition to how often they had eaten fruit in the past two weeks (Daily, 3 to 5 times a week, Once or twice a week, Only once or twice, or I did not eat fruit). In order to denote change in fruit consumption, the above responses were converted to numerical ranks as seen in the table below (please note, tables may not appear properly on mobile):
A participants' responses between two surveys could then be compared by finding the net change between the two ranked values in each survey. For example, if a participant went from eating fruits once or twice a week (rank 2) to three to five times a week (rank 3) the net gain would be +1 (2-->3). To test whether or not there was a net increase in the amount of fruit consumption across all 64 participants, I applied a Wilcoxon Signed-Rank Test to the data, which showed no significant difference between fruit consumption before and after patch 7.07 (p=0.26). Roughly two-thirds of participants (42/64) stated that they had used the new bonus hero pool since the patch release. Therefore, I repeated the Wilcoxon Signed-Rank Test using only answers from those 42 participants, and those data suggested that there was a significant change (increase) in the amount of fruit consumption (p=0.04). As a further proof of principle, I next only considered the data from those 42 participants who stated they liked, or were neutral to the bonus hero pool. The logic to exclude those who did not like the change was based on the idea that those participants would not likely view the mango as a reward, and therefore were less likely to associate real-life fruit as a positive. Of the 42, just above 60% (26/42) either liked or were neutral to the bonus hero pool. The full data set for the Wilcoxon Signed-Rank Test applied to these 26 participants can be seen below (table may not load properly on mobile):
These results are of particular interest, as the Z-value (-3.4623) yields a more highly significant corresponding p value (0.00054) when only this subset of 26 participants who liked or were neutral to the bonus pool change were considered. The mean of ranks between participants in part one versus part two also reflect a significant increase in average rank (part one=2.04, part two=2.96). Taken together, these results strongly suggest that those who took advantage of the new bonus hero pool had an increase in fruit consumption during the two weeks post patch 7.07 release, compared to their baseline fruit consumption pre-7.07. Indeed this pilot study has a number of limitations that should be addressed. The sample size was not particularly large, especially when considering smaller subsets of data as in the text above. Further, this study only assessed one time-point after setting a baseline, and additional data points would need to be taken over time to better understand trends in fruit eating behavior. To statistically test the data, a ranking system akin to a Likert scale was applied to rank fruit eating consumption rates. The Likert scale is not a perfect fit for these data, nor is it easy to test paired Likert data for significance. There is debate in the literature over the appropriateness of using a t-test (or other methods) versus the Wilcoxon Signed-Rank Test applied here. A sign test was not used, as I preferred a way to incorporate degree of change between surveys: a simple + change does not fully capture the magnitude of going from rank 1-->4. Even with its faults, I believe the signed-rank test can be an appropriate test for this study due to its conservative nature, with caveats of course. Overall, this study has presented the first evidence to date that Icefrog's patches to DotA2 can change players' real life behavior. This first of its kind paired study followed participants' fruit eating habits over a two week course post-7.07 (now you get a bonus mango picking a bonus hero) and compared it to baseline consumption pre-7.07 (no bonus mangoes). The total cohort (n=64) did not exhibit a statistically significant increase in fruit consumption. However, sub-cohorts of only those who had tried picking a bonus hero (n=42), and of those 42, those who liked or were neutral to the change (n=26), revealed statistically significant increases in fruit consumption. Thus, I propose the incorporation of a bonus mango into the game has led players to change their fruit eating habits, potentially leading to more healthy lifestyles. Future patches should be studied in detail to assess for additional efforts by Icefrog to influence players' real-life behavior. Thank you for reading, and I look forward to your comments. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
MIDAS MODE OFFICIAL BOUNTY THREAD day 6! Posted: 22 Nov 2017 08:07 AM PST Tommorow is THANKSGIVING so turkey day themed bounties are preferred for out NA teams! [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Adrenaline cyber league trophy lifting BibleThump Posted: 22 Nov 2017 08:30 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
it seems we have forgotten this Posted: 22 Nov 2017 09:10 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Belgium says loot boxes are gambling, wants them banned in Europe Posted: 21 Nov 2017 05:38 PM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Nov 2017 09:43 AM PST This Midas Mode tournament has been so good, I almost cant believe we didnt have it earlier, thank you Slacks, you've made me laugh the whole week and thanks to all the guys and teams working in it and having fun!! [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Nov 2017 06:43 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Daily reminder that Medusa's ult sound is still completely messed up since the duration change Posted: 21 Nov 2017 11:49 PM PST The first second of the ult is fine, but to make up for the duration buffs from updates and talents, the middle part of her ult is just looped over and over again. Annoying af. This is how it sounded when it was fine - HERE Sound warning obviously. But since that sound effect only lasts about 7 seconds and Medusa's ult can be up to 9.5 seconds long now, the looping of the middle bit just makes it sound horrible. EDIT: Jesus I just tested the sound in demo mode and it seems to get more fucked up every minor update. Even when the ultimate is level 1 and 5 seconds long like it used to be, the sound effect is completely messed up. [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
When you ask Valve for a new patch and it finally arrives. Posted: 22 Nov 2017 11:19 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 09:29 PM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
OD casting Navi vs VP right now Posted: 22 Nov 2017 05:08 AM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I intentionally didn't install Dota on my SSD to see loading screens for longer Posted: 22 Nov 2017 02:41 AM PST volvo pls gib the ability to use our loading screens as a backdrop on the main menu ;__; [link] [comments] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Invoker's skill floor is broken (opinion, in detail) Posted: 22 Nov 2017 04:00 AM PST I am basing this opinion to my own experience (2100+ games, etc), to dotabuff pick/win rates according to brackets and the appearance of Invoker in the pro scene. According to dotabuff then (mind it includes bonus mango day, so the pickrate numbers are overall higher):
I specifically remember the pickrate at 5k+ (where I play) being around 17%-18% some days ago. I justify this thanks to the bonus hero feature, that caused a "burst" of popularity that probably will be diminished over the next few days. In any case, it makes little sense to me when one of the most (if not the most) difficult hero in the game has better success in lower brackets than the highest one, especially when there is an almost 10% difference in pickrate. This obviously implies that Invoker's success more or less depends on the actions taken against him and not so much on Invoker himself. With that I mean people of the 3k-5k bracket are less aware of how to fight against him and end up losing to a hero they shouldn't. But the issue on the highest bracket is Invoker's lack of initiative. Most core heroes come online and have the ability to "force" their existance upon others, one way or another. Invoker is pretty bad here. He is forced to purchase a 4200g item that easily gets countered by the innate abilities of 41 heroes, plus items such as force/pike/glimmer/hood/eul/bkb/manta and talents such as magic resistance/hp/etc. At the moment, there is no stage in the game where he is the strongest. A fast Aghanim's does not come with fast levels and when those come, the counter items are already online. For example, at minute 20 Invoker is supposed to have a peak. But that peak is countered by manta from AM (e.g). Every core hero more or less has a characteristic that enables him to take action. For example, AM uses mobility and abyssal to burst out enemies. Other cores use brute force. For example, Queen of pain delivers magical/pure damage in an instant. Death prophet draws attention through her ultimate. Puck disables and bursts (dagon, etc). But what is the role of Invoker if he cannot use his spells? Let's imagine a scenario with the two supports being equipped with a glimmer and a force. Let's imagine the enemy Juggernaut/Naix with innate immunity (jug case) and manta or added bkb. But even in cases where there is no innate magic immunity Invoker faces the same issues. For example Luna will have pike/manta/bkb. There is practically 0 time window (counting the 2.9s of lift time) for Invoker to land himself alone his spells. It comes to no surprise that Invoker has an advantage (dotabuff) versus heroes like Chaos Knight and Wraith King. They have no multiple ways to dodge him. Also, if you add to that lineup the offlaner with the forcestaff and the blademail, plus the ability to initiate on you, it pretty much is impossible for Invoker to even consider a big combo. It would be fine if this was just one case, but aren't most lineups like this? There is an argument on this subreddit, that Invoker is very good late game, because he has 10 skills. This argument is wrong, at least on the higher bracket. Invoker would be very good late game, if he had a true disable. I personally have success late game as Invoker, not through spells, but nullifier and bloodthorn. But I average almost 700gpm with Invoker which is not something common and even with this advantage of gold, I find it extremely difficult to play a hero with low innate survivability and no true disable late game. At best, its a high risk - high reward situation. Generally speaking, every hero that is good late game has a true disable and unfortunately items such as hex do not count in our case, since we are talking about an AoE hero and a hero specific disable. Even on those situations, you lose 2.9s from the 3.5s of the hex due to tornado. And sadly, you have to use tornado if you hope to deal enough damage for the kill. But, in any case, someone could say: "Well, yeah, you are correct at what you're saying, but Dota is a team game and Invoker can always count of his team to land his spells". And this is another reason why Invoker -specifically- has a crippled skill floor. Bad design. Or to be more accurate, his design and idea of playstyle got mixed through the changes he went through during the past 2 years. Because Invoker was specifically designed to lose damage and efficiency every time he depended on his team. To explain the above, let's see how meteor works. Meteor takes 1.3s to land and deals its main procs every 0.5s. To a static enemy, with absolute perfect placement you get 4 main procs. To get 4 main procs, you need an extra 1.5s (first proc occurs when meteor lands). Through deafening blast, with absolute perfect execution, you can have a maximum of 7 main procs. That is a 43% damage increase of meteor and if that is the case, you need another 1.5s to land those (3 more extra procs). We also have to consider the fact that Chaos Meteor has secondary burns that increase even more the amount of time needed for the spell to deal the maximum damage possible. An extra 3s after the final main proc is required. What most people are not aware of, is that having your mouse a bit wrong when casting, it causes you to lose main procs. So Invoker is not about just casting his spells, its also about placing them correctly. I had made a video regarding the mechanics of Chaos Meteor here!. You can check it out if you want to learn more. As a result, you really do not want to throw the meteor before your teammate's stun/disable lands. So, assuming that you have your mouse right on the spot and are withing range, you need to wait 1.3s for meteor to land after the teammate's stun and at least 4.5s (6s with deafening blast included) for the whole damage to be dealt. This results in a total wait time of 5.8s(7.3s). There is obviously no disable in the entire game that can guarantee Invoker maximum efficiency. The only skill capable of granting Invoker a very good amount of efficiency is Chronosphere. Regarding that, you see why the argument "Just synergize with your team" is not as strong as with any other hero. QoP for example can take full advantage of stunned enemies to easily deal 100% of her damage. So most of the heroes. Keeping that in mind, you start seeing the logic behind Invoker's design. You need to have good placement, so you need a long setup spell. However, it would be unbalanced for that setup spell to leave your enemies vulnerable to your team. Therefore, Invoker got Tornado. In addition, there was also a need to gain that few extra seconds after the enemy lands from Tornado so the damage is dealt. Also, meteor had to be strong but not that strong if based on a teammate's stun. Therefore, Invoker got deafening blast which served those two purposes. Invoker would be efficient through his own ability to cast his skills and not through his teammate. But if Invoker was allowed both, that is to be forgiving and easy to use while still keeping his current skill cap, good Invoker players would be buffed beyond any imagination (pre and during 6.86). That is the reason behind the deafening blast nerf. Invoker's winrate dropped just by 1% after such a huge nerf. The reason is that it did not matter. Almost nobody was capable of reaching that point where he could use refresher properly to dominate the game by one shotting anyone. Invoker became OP through the accumulated buffs he got to make him easier to use and more forgiving. But the changes that occured afterwards "split" Invoker in half. In the end, that is the issue. Invoker is partialy designed to lose effectiveness when he depends on his team to act. But now he has no other choice. And that is the "brick wall" of Invoker, faced only by the more experienced players on higher brackets. That is why I consider Invoker to have a bad design at the moment. His skill cap is crippled, due to this schizophrenic design of "two personalities", one being the easiness to use and the forgiving enviroment and the other being some lost artifacts of a past logic, that have Invoker self sufficient and punish blunt synergy. Since Invoker has reached 30% pickrate and people have grown tired of seeing him on lower brackets, perhaps it is time to rework the hero, cut down the forgiving aspects and rebalance the skill floor and cap. The high pickrate allows such a change. But in any case, when Invoker is changed next patch (and he will be changed when 3 of his talents are basically lighsabers), do not buff him in a noob friendly manner. It will just increase his pickrate even more. TL;DR Invoker seems to be split at two. In one aspect, he is bad at synergizing by design. In the other aspect, he is forced to synergize due to his current state. Plea for a rework/readjustment? 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can't wait for new ranked seasons Posted: 21 Nov 2017 11:29 PM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 21 Nov 2017 10:49 PM PST | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 22 Nov 2017 11:41 AM PST |
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